/Engine/Plugins/Experimental/Water/Source/Runtime/Public/BuoyancyTypes.h
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Blueprintable) struct FBuoyancyData
float
AngularDragCoefficient
Coefficient for applying angular drag that resists the rotation of the object
bool
bAllowCurrentWhenMovingFastUpstream
Apply the current when moving at high speeds upstream. Disable for vehicles to have more control
bool
bAlwaysAllowLateralPush
Allow an object to be pushed laterally regardless of the forward movement speed through the river
bool
bApplyDownstreamAngularRotation
Apply torque to align the object along the downstream direction of the river
bool
bApplyDragForcesInWater
bool
bApplyRiverForces
Whether we should apply river forces such as downstream push and shore push
bool
bCenterPontoonsOnCOM
If true, center pontoons around center of mass when using relative locations (not used when pontoon locations are specified via sockets)
float
BuoyancyCoefficient
Increases buoyant force applied on each pontoon.
float
BuoyancyDamp
Damping factor to scale damping based on Z velocity.
float
BuoyancyDamp2
Second Order Damping factor to scale damping based on Z velocity.
float
BuoyancyRampMax
Maximum value that buoyancy can ramp to (at or beyond max velocity).
float
BuoyancyRampMaxVelocity
Maximum velocity until which the buoyancy can ramp up.
float
BuoyancyRampMinVelocity
Minimum velocity to start applying a ramp to buoyancy.
FVector
DownstreamAxisOfRotation
The axis with respect to the object that the downstream angular rotation should be aligned
float
DownstreamMaxAcceleration
Maximum torque to apply per update for downstream rotation
float
DownstreamRotationAngularDamping
Damping of the spring used to align the object along the downstream direction
float
DownstreamRotationStiffness
Stiffness of the spring used to align the object along the downstream direction
float
DownstreamRotationStrength
Strength of the downstream angular rotation application
float
DragCoefficient
Coefficient for applying linear drag based on speed
float
DragCoefficient2
Coefficient for applying linear drag based on the square of the speed
float
MaxBuoyantForce
Maximum buoyant force in the Up direction.
float
MaxDragSpeed
Max speed for which drag force is applied
float
MaxShorePushForce
Maximum push force that can be applied by riverths towards the center or edge.
float
MaxWaterForce
Maximum push force that can be applied by rivers.
TArray<FSpheri...
Pontoons
int
RiverPontoonIndex
Pontoon to calculate water forces from.
float
RiverTraversalPathWidth
Path width along the inside of the river which the object should traverse
float
WaterShorePushFactor
Coefficient for nudging objects to shore in Rivers (for perf reasons).
float
WaterVelocityStrength
Coefficient for applying push force in rivers.